Assuming you have defined the right business objectives, the most important key for successful gamification is to target the right motivators: the drives that make people want to engage and that stimulate the right thoughts and actions to accomplish your objectives.
In this episode, Jesse discusses:
* The
Four “E.A.S.I.” Game Drives
*
Game Actions that appeal to each of the Four Game Drives
* How to consider the player’s focus based on their dominant drive: are players more focused on people or things, and are they more focused on outcomes or process?
* Games Drives in the Wild: LiveOps Case Study
* One Drive to Rule Them All: of the four Game Drives, one is the most important when it comes to employee gamification
E.A.S.I. Game Drives Compared to Other Models
E.A.S.I. Game Drives
McClelland’s Three Needs
Pink’s Drives
Bartle’s Player Types
Kim’s Social Engagement Verbs
Chou’s Octalysis
Explore
Autonomy
Explorer
Explore
Ownership
Unpredictability
Achieve
Achievement
Mastery
Achiever
Compete
Accomplishment
Empowerment
Socialize
Affiliation
Relatedness*
Socializer
Collaborate
Social influence
Impact
Impact
Purpose
Killer
Express
Meaning
Avoidance scarcity
*Although excluded from Daniel Pink’s book Drive (probably for the sake of simplicity), Relatedness is one of the core components of Edward Deci and Richard Ryan’s Self-Determination Theory, on which Drive is based.
Resources Mentioned in This Episode
* Bartle, Richard (1996),
“Hearts, Clubs, Diamonds, Spades: Players Who suit MUDs”
* Burnham, David (2002),
“Inside the Mind of the World-Class Leader”
* Chou, Yukai (2012),
“Octalysis: Complete Gamification Framework”
* Kim, Amy Jo (2012),
“Social Engagement: who’s playing? how do they like to engage?”
* Marczewski, Andrzej (2013),
“Marczewski’s Gamification User Types 2.0”
* Mathur, Sanjay (2011),
“A distributed social workforce drives profit and performance”
To stay up on the latest news and trends in employee gamification, join the
Game Changer group on LinkedIn.
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